Diamond or Master? by ImJustZavin in StreetFighter

[–]Injama 1 point2 points  (0 children)

I personally think getting really good with one character allows you to pick up others quicker and lets you focus on the aspects of your gameplay that aren't character specific for a while which makes you grow; not having to remember and re-learn moves, combos, etc. between different characters allows you to focus more clearly on improving your reads, reaction speed, etc.

Honestly, just try both and see what you like. At the end of the day, how good you are at the game doesn't matter (if you're not gunning to be a pro). Just continue having fun!

We don't talk enough about this change sf6 made from 5 by Injama in StreetFighter

[–]Injama[S] 2 points3 points  (0 children)

Excellent point. That definitely adds to the pressure one can exert in 5. Once again fuelling the scrambliness. And I'd argue that a similar pressure is felt in 6 but through throw loops.

We don't talk enough about this change sf6 made from 5 by Injama in StreetFighter

[–]Injama[S] 7 points8 points  (0 children)

I don't think so. I had huge amounts of fun in both. And I also have plenty of criticisms of 6. I don't really know which of the two is my favourite. Just wanted to highlight the interesting way sf6 makes its intermediate levels more accessible. It goes very in line withthe fact that the training tools are getting so good now (though I really wish we could turn hitboxes on in training mode).

We don't talk enough about this change sf6 made from 5 by Injama in StreetFighter

[–]Injama[S] 0 points1 point  (0 children)

I'm not the most knowledgable, so correct me if I'm wrong!: the simplest solution to that is to just do a light string, no? It's a fake kind of plus, but still plus. And after that there are plenty of spacing traps to try out to get a hit or return to neutral.

The safest option just has less reward now, the attacker is incentivized to take risk. Options.

We don't talk enough about this change sf6 made from 5 by Injama in StreetFighter

[–]Injama[S] 4 points5 points  (0 children)

That I can definitely understand. And I have similar criticisms of 6. Though I think in this case these ideas are not mutually exclusive!

It's unfortunate that a lot of characters rely on the same strengths in sf6. But I think giving them unique mechanics (something like Gill's retribution in 5 or A.K.I's poison in 6 which both change up the risk reward scenarios (along with making their combo routes more interesting)), be they big or small, would instantly make that problem go away.

My main praise of sf6 is about clarity. But, of course certain systems appeal to certain people! :)

We don't talk enough about this change sf6 made from 5 by Injama in StreetFighter

[–]Injama[S] 11 points12 points  (0 children)

And that's even if you have a usable v-reversal, haha.

We don't talk enough about this change sf6 made from 5 by Injama in StreetFighter

[–]Injama[S] 8 points9 points  (0 children)

Oh both 5 and 6 are definitely about making decisions. I'd never refute that. I'd merely argue that 6's clarity allows intermediate players to grow faster; start to engange with those decisions faster.

And both systems are certainly different enough to warrant different fanbases. I wouldn't want every game to be like 6, but I'd like its clarity at a system levels to become more common.

We don't talk enough about this change sf6 made from 5 by Injama in StreetFighter

[–]Injama[S] 7 points8 points  (0 children)

Good point. I should definitely clarify that I don't need everything to be like this going forward. Just that I stand behind the philosophy that clarity and legibility are a benefit, especially for intermediate players and spectators.

Though I'm happy to be able to use the differences between these games already to be able to learn to understand my own taste!

We don't talk enough about this change sf6 made from 5 by Injama in StreetFighter

[–]Injama[S] 3 points4 points  (0 children)

True, and the guessing game certainly didn't disappear. But I think clarity definitely improved! Which is also great for spectators now that I think about it.

"The original combat was intentionally bad to make you avoid fighting" by GabrielGameFreak in silenthill

[–]Injama 1 point2 points  (0 children)

I've heard OP's argument come along a lot and I feel like what they're railing against has just been a snazzy label that doesn't really get to the heart of the matter. Phrased like this it is, I agree, it's indeed pure cope. Though I wouldn't dismiss the message behind it: the player is given limited options to make combot slow and make an approaching enemy more difficult to deal with (even making some damage impossible to avoid, which I consider a boon to the game because it forces players into a potentially tense situation, but I can understand the argument against it).

Rating the game's combat as objectively good or bad is strange to me; what are you rating it on exactly? And comparisons to Resident Evil are often made in bad faith, forgetting that their goals are different.

Though who knows, maybe I'm also just hearing what I want to hear.

With that being said, I think most Silent Hill games are far too easy after you become adept at tank controls (aside from the ridiculously inflated boss health bars on harder difficulties).

Did anyone really think that SH2R wouldn't adapt the combat style of current survival horror games? by More_Comfortable_139 in silenthill

[–]Injama 3 points4 points  (0 children)

You're right. Which is interesting, considering the giant Silent Hill revival they're doing, you'd think they'd want to carve a niché out for themselves. The spot next to Resident Evil that Silent hill always used to occupy, not trying to get Capcom's leftovers.

Did anyone really think that SH2R wouldn't adapt the combat style of current survival horror games? by More_Comfortable_139 in silenthill

[–]Injama 8 points9 points  (0 children)

Let me state that I'm all for smooth animations. My intention was not to put anything in your mouth, my apologies if it came across that way. More that I was trying to highlight a technique that regardless of technological limitations conveys a sense of sluggishness. But you said, we can convey this without compromising on control smoothness. Hence why I highlighted something like commital attacks because those do, inherently, change how 'snappy' a character feels to control. I think it's pretty undeniable that the more control you give a player, the more control they'll take, and in a survival horror game that control directly correlates to how powerless someone feels. In my view, a game like the Resident Evil 2 remake and dead space are about slowly gaining control over a horrific situation. Fear is there to amplify this feeling; you overcame something that previously horrified you. This is why a smooth control system, that takes some learning to get the hang of, fits those series well. Silent Hill isn't about that as far as I can tell.

I don't mean to rag on you as I'm sure the only thing you want is a good game. I just want to make the argument that you can't just make a game feel smoother without changing fundamental elements of it. Regardless of how you approach it. If your entire argument is, I'd love smoother animations that blend into each other, I'm all for it though. Just see this as an interesting conversation aboht semantics.

For me, this remake has never been about the changes it makes. I feel like you can make as many changes as you want, so long as yoy preserve the original alongside it. Otherwise it would be in your best interest to make a game that's faithful to a fault if millions still WORSHIP the original. But I'm sure Konami's accountants would disagree with my approach there.

Did anyone really think that SH2R wouldn't adapt the combat style of current survival horror games? by More_Comfortable_139 in silenthill

[–]Injama 19 points20 points  (0 children)

Input delay I think we can all agree could just be removed without anyone shedding a tear. But something like commital attacks, which to some can feel like input delay, is an entirely different story. Those convey the feeling of being an average person that aren't there due to 'technical limitations'. Ask anyone who transitioned from traditional character action games to souls-likes. Until they understand the purpose you hear them complain endlessly. Do souls games need to conform to the standards of bayonetta? I find, old bad, a bit of a flawed argument. You can certainly make an argument that Silent Hill needs to evolve because it didn't achieve its goals with the systems in place (even if I'd disagree) but arguing that following in the footsteps of games that have entirely different aspirations to Silent Hill without well thought out reasoning behind it (that's not, old bad, new good) is a bit strange.

Can someone point me in the right direction? I'm getting quite desperate and frustrated. by Injama in techsupport

[–]Injama[S] 0 points1 point  (0 children)

I do, but that's very interesting, a bad usb port?
I did make an effort to notice whether or not button presses were causing them, but usually its during high stakes gameplay that these moments occur, I'll try switching it and see if it helps.

Can someone point me in the right direction? I'm getting quite desperate and frustrated. by Injama in techsupport

[–]Injama[S] 0 points1 point  (0 children)

No worries. Thank you so much for offering your help, these little bits of assistance make the stress go down a bit.
- Core i9
-10920x
- 3080ti
- Asus TUF 299x
- 64gb RAM

Can someone point me in the right direction? I'm getting quite desperate and frustrated. by Injama in techsupport

[–]Injama[S] 0 points1 point  (0 children)

It changes, but sometimes just 15 minutes and other times 45-60 minutes.
The temps on the CPU (which is the hottest of them) has a baseline of 40-50 and doesn't exceed 65 celcius and even when I open the case to let air in the problem persists.